The ratio of the 2 clans in an ELO deck (4/4, 5/3, 6/2, 7/1)

I want to discuss with you guys about the ratio of characters per clan used in an ELO deck.

The ratio of cards per clan can be: 8/0 (monoclan), 7/1, 6/2, 5/3 and of course 4/4

ZsX Jule opened a thread on the French forum about the 5/3 vs 4/4 and it really opened my eyes to some nice deck building options.

The 4/4 with all its advantages, sometimes gives us the 3/1 draws where a card doesn’t have its bonus, this card usually is the weak link and many times contributes to our defeat.

The 5/3, although you will not get both bonuses as often as you want, will provide you with a way of controlling which clan doesn’t get its bonus. There are cards that rely more on their bonus and cards that rely less on it (like damage reducers), as there are clans that have situational bonuses that, if needed, can be skipped (for example Skeelz or bonuses that activate when you lose the round: pussycats and vortex)
Examples: Raven's Bangers VortexElo week 2/13 to 2/16 , probably not the best ones but you get the point.

The 6/2 is leaning more towards the monoclan, by splashing 2 cards with nice abilities that sometimes may get their bonuses, for example deleted

The 7/1 is a monoclan which splashes an utility card, like a d.r. for example spiaghi. You have to take into account that it messes the support abilities or bonus (Montana, Sentinel, La junta, Jungo, Rescue etc)

I was wondering how many of you guys tried these deck building options and if it worked for you or not.

Interesting topic first we have to discuss 4/4 and 8/0. 8/0 might seem superior, bonus all the time , full use of support abilities balanced by poor selection of cards and only 1 kind of bonus, versatility is important. Mono clans with their one kind of bonus and overuse of support abilities really weaken themselves, soa is a great counter for example against them.

So 8/0 is sacrificing a lot of versatility to beat players who actually unprepared for it, best example is monojungo, it's okay if it works you won't win all of your games you need to win most of them.

4/4 the best 4 cards of 2 clan having 2 clan bonus active good amount of time, no support cards this time but we already discussed they are really bad if enemy came prepared, downside is sometimes you will only have 3 cards with bonuses but you won't need to win with all 4 of your cards so not that big of a downside.

4/4 > 8/0

7/1 dr card gives some versatility mono deck screams for

6/2 this is a rare breed chiara and redra is seen for this mostly viable if you want a mono clan without support abilities, in that case i'd rather take the double bonus of 4/4

5/3 could be a good idea if your 4/4 deck look like this 16*/9* you would want a big guys to have the bonus almost always but overall similar to 6/2 split sacrificing versatility for bonus reliability

If you make an effort to make a good deck use 4/4 and totally different bonuses and similar starcount for halfdecks.

With the current, enormous, card pool a lot more monoclan decks are viable. I remember when I started this game, and for a very long time, monoclan decks were not possible as we didn't have enough tools for it. The arrival of rescue created one of the first competitive monoclan decks.

Even the creation of the rescue clan shows the overall attitude towards deck building at the time. It was considered that running a monoclan deck was a disadvantage as you didn't have access to everything that you needed... and so cards like marco and alex were made to "compensate" this disadvantage

In time it became quite clear that running monoclan decks, with the right "tools" was an advantage, as you didn't have to consider the luck involved in getting the bonuses.

With 4/4 decks you have a lot of times a 3/1 split of cards which can ruin that game altogether. For example I had twice today edwin without bonus against roots or gheist... when building the deck I considered edwin as a solid card against SOA clans as he is not normally affected by them, but without his bonus he was the weak link that cost me those games.

IMO an ever expanding card pool would have eventually resulted in almost only monoclan decks... as every clan would have eventually gotten everything it needs, damage reduction, SOA, SOB, atk manip etc. in the same time being "safe" against the luck of not getting one of the bonuses.